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How Do You Create a Cohesive Group Dynamic?
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<blockquote data-quote="James Heard" data-source="post: 2305800" data-attributes="member: 7280"><p>Creating group dynamics in D&D is no less and no more difficult than creating a good group dynamic in anything else. For some people it's really almost impossible (avoid these) and some people naturally create them wherever they go (lure them over the dark side even if they thing gaming is for geeks and sissies). What works for one group might not work with another, or with the same group in a different circumstance. Managing your players is a lot like managing employees or throwing parties (and maybe a mix of the two). Personally my main advice is :</p><p></p><p>1. Always attempt to maintain the proper mood. If you don't want to be there then no one else will. If you're apathetic or disinterested then everyone else will be as well. More than anything else a cardinal skill of a good GM is keeping people attentive and interested, everything else is icing - including their relationship with each other.</p><p></p><p>2. Delegate to fill in the gaps. If you're not one of those people who naturally brings people together then find somone who is and invite them to the game. If you can't maintain eye contact and roll your dice at the same time, let someone else roll your dice. When you're floundering for that essential element of interest, try to pass the buck and somehow encourage the players to maintain their interest themselves.</p><p></p><p>3. Clearly communicate your overall goals and priorities. People badmouth the metagame, but the metagame can be your friend. A lot of people have talked about just telling everyone playing you want them to work together and/or work on establishing relationships ahead of time. I've even ran games where the group dynamic only worked because I set it up the exact <em>opposite</em>, just as clearly established - it's not the nature of what you communicate in your goals, it's making sure everyone is on the same page. I've had a lot of fun in games where a bunch of strangers sat down, the GM nodded and said, "I'm a killer DM. If you want to chat and roleplay then there's another table over there. I just want you to kill stuff and have fun." I don't think that would work if you just sprang it on a group of people.</p><p></p><p>Anyways, that's worked for twenty+ years of gaming with groups of 2 (him and me) to over 30 (with people literally having to come game in waves because only fifteen or so fit in the room at a time - delegation is the key to large groups) to running LARP games with...who knows, I think they were breeding in the parking lot. I disagree that making these dynamics "just happens" or you're either good at it or you're not. It's a skill that you can learn and practice like any other. Raw charisma and making it seem effortless, doing it without going prematurely gray? That's another story...</p></blockquote><p></p>
[QUOTE="James Heard, post: 2305800, member: 7280"] Creating group dynamics in D&D is no less and no more difficult than creating a good group dynamic in anything else. For some people it's really almost impossible (avoid these) and some people naturally create them wherever they go (lure them over the dark side even if they thing gaming is for geeks and sissies). What works for one group might not work with another, or with the same group in a different circumstance. Managing your players is a lot like managing employees or throwing parties (and maybe a mix of the two). Personally my main advice is : 1. Always attempt to maintain the proper mood. If you don't want to be there then no one else will. If you're apathetic or disinterested then everyone else will be as well. More than anything else a cardinal skill of a good GM is keeping people attentive and interested, everything else is icing - including their relationship with each other. 2. Delegate to fill in the gaps. If you're not one of those people who naturally brings people together then find somone who is and invite them to the game. If you can't maintain eye contact and roll your dice at the same time, let someone else roll your dice. When you're floundering for that essential element of interest, try to pass the buck and somehow encourage the players to maintain their interest themselves. 3. Clearly communicate your overall goals and priorities. People badmouth the metagame, but the metagame can be your friend. A lot of people have talked about just telling everyone playing you want them to work together and/or work on establishing relationships ahead of time. I've even ran games where the group dynamic only worked because I set it up the exact [i]opposite[/i], just as clearly established - it's not the nature of what you communicate in your goals, it's making sure everyone is on the same page. I've had a lot of fun in games where a bunch of strangers sat down, the GM nodded and said, "I'm a killer DM. If you want to chat and roleplay then there's another table over there. I just want you to kill stuff and have fun." I don't think that would work if you just sprang it on a group of people. Anyways, that's worked for twenty+ years of gaming with groups of 2 (him and me) to over 30 (with people literally having to come game in waves because only fifteen or so fit in the room at a time - delegation is the key to large groups) to running LARP games with...who knows, I think they were breeding in the parking lot. I disagree that making these dynamics "just happens" or you're either good at it or you're not. It's a skill that you can learn and practice like any other. Raw charisma and making it seem effortless, doing it without going prematurely gray? That's another story... [/QUOTE]
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